[RQ-Rules] Bound spirits

From: N.J. Effingham (phlnje@ARTS-01.NOVELL.LEEDS.AC.UK)
Date: Wed 23 Jan 2002 - 15:57:05 EET


After playing for five years real time, my characters have a lot of
magic items, not just power spirits. On of the PCs can draw upon
just over 200 magic points (and, amazingly, still runs out on a
regular basis). Other characters have far less, one has just over
100 magic points, most characters have something like 40 (which
means about three or four spirits each). The problem, I found, was
a trickle down effect. You kill the baddy, nick his gear, so the next
baddy has to have a similar amount of gear to possibly beat you,
and so on. If I was to run my game from the beginning, all over
again, I would say that people routinely use conditional
enchantments (basically so that they don't get mugged for their
stuff). I never liked the POW/2 or CHA/2 thing, it capped the power
of the characters too low.

The biggest problem with lots of power spirits is lots of healing
magic, it makes combats last a long, long time.

Nikk

__________________________________
Nikk Effingham

Work E-mail address: phlnje@leeds.ac.uk
Permanent E-mail address: nikk@MailAndNews.com
URL: http://www.crashbox.com/nikk/


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